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What I'm Pointing A Nerf Gun At...

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#541 cRaZy8or5e

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Posted 09 February 2014 - 05:38 AM

I meant to add Haree78's post in here, I think he had some good suggestions about how to fix the true problem. JJ mechs are the meta right now. Changing JJ's might fix some of the perceived problems ... Of course, they effectively removed Guass Rifles from JJ mechs and implemented ghost heat and it slowed the builds down drastically. But they're still there because the tactic is still viable. Well done PGI, I'm not sure that the tactic shouldn't be viable.

One way to beat the JJ meta is to take their range and cover away by getting in their face, hopefully with better DPS and/or close range weapons. This is currently not the case. I prefer brawling, and the best brawlers right now are JJ AC/PPC builds. The best brawler weapon though, SRM's are not even being used ... because they suck right now ... So I echo the quotes from below.

FIX SRMs

View PostEllen Ripley, on 05 February 2014 - 06:08 PM, said:

@ Paul:
Here's a thought: Why not fix SRM hitreg first (test it on the public test server then bring it live) and see how that affects the overall balance, before taking out the nerfbat and having a swing at the Highlander and JumpJets in general.
Working SRMs might already be enough to bring brawling back into the game and have it as a viable option.

Nerfing the Highlander and JumpJets first on the other hand might put you into the position of having to rebuff them later once SRMs are actually doing what they are supposed to do.
Sure, it is probably the quicker route to go (seeing PGIs comments on how much effort it would take to fix SRM hitreg), but that does not make it the better one.

View PostBlackDrakon, on 05 February 2014 - 06:23 PM, said:

FIX THE GOD DAMN SRMS!!

View PostAngry Viking, on 05 February 2014 - 06:38 PM, said:

Could careless about the under-gunned assault mechs trying to do something they can do with a Cataphract 3D. More concerned with SRMS, and either private lobbies or tonnage matchmaking, dropping against a force 500 tons over mine again and again makes it hard to take this game seriously.

View PostBlackDrakon, on 05 February 2014 - 06:58 PM, said:

What about, you dont nerf anything and actually..................


FIX SRMS!!!!!

Edited by cRaZy8or5e, 09 February 2014 - 05:40 AM.


#542 John MatriX82

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Posted 09 February 2014 - 05:46 AM

hahahaha yes nerfhammer!! Again?
  • Seriously, instead of "nerfing" stuff from time to time, why don't you find the roots of what's wrong?!?!?!?
  • like non-sized hardpoints,
  • useless brawling weapons such as SRMs (nerfed by months and months and months),
  • crippled movement archetypes (that made JJ-capable mechs dominant),
  • useless pulse lasers,
  • ghost heat that made using most weapons a pain (and still undocumented anywhere)
  • gauss mechanics,
  • size or scaling/hitbox issues with several chassis, such as Hunchies, Dragons, Awesomes, QuickDraws, Catapults, Trebuchets, Cicadas, most of being too oversized or having desperate need of model rework or true bonuses (extra armor on the hunchaback hunch, shoulder pauldrons made part of the arm hitbox instead of the size torso of the AWS)
But oh, I'm just venting air out of my mouth, I forgot I was talking with you PGI.

Nerf the Highlander, next on the list will be the Victor. Then what? Are you going to nerf the Atlases?!

Go on destroying your own game like you did so far since CB, that's why I've asked a refund and I'm not playing anymore. Pathetic.

Edited by John MatriX82, 09 February 2014 - 05:47 AM.


#543 Kenyon Burguess

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Posted 09 February 2014 - 06:00 AM

View PostJohn MatriX82, on 09 February 2014 - 05:46 AM, said:


Go on destroying your own game like you did so far since CB, that's why I've asked a refund and I'm not playing anymore. Pathetic.
again? so can I have your stuff this time or will you be back later?

#544 MadCat02

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Posted 09 February 2014 - 06:30 AM

6 month later people starting to catch up that jumping snipers are overpowered

#545 Bartholomew bartholomew

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Posted 09 February 2014 - 06:43 AM

Almost all highlanders have all their weapons on the right side, and run XL's. Shoot up the shoulder and if they don't pop they are neutered. That is why I never got them. And have never really seen them as a threat.

But nerfherding rules the roost I guess....

Edited by Bartholomew bartholomew, 09 February 2014 - 06:44 AM.


#546 MustrumRidcully

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Posted 09 February 2014 - 07:24 AM

View PostLex420, on 05 February 2014 - 05:46 PM, said:


Ya he's kind of right. Even if his tone is a little harsh to say the least.
Some people are good and no matter how you change the game they will adapt and still find ways to destroy you.

I am fine with that. I just want dominating / High competitive / bad-ass players to not all run similar builds, I want them to follow different strategies and use different builds.

I want to have a single month with no nerfs happening and yet the highly competitive group using brawlers, lrm boats, snipers, jump snipers. I want to see them using anything from Locust to Atlas, from Flamer to AC/20. At some point, I want some kind of tournament/championship running (ideally officially, not improvised by dedicated players) where the top two teams fight in a close match with two very different team setups.

I know, we'll never have this, because this is PGI. But I can dream. Really, I can.

#547 Oderint dum Metuant

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Posted 09 February 2014 - 07:38 AM

View PostMustrumRidcully, on 09 February 2014 - 07:24 AM, said:

I am fine with that. I just want dominating / High competitive / bad-ass players to not all run similar builds, I want them to follow different strategies and use different builds.

I want to have a single month with no nerfs happening and yet the highly competitive group using brawlers, lrm boats, snipers, jump snipers. I want to see them using anything from Locust to Atlas, from Flamer to AC/20. At some point, I want some kind of tournament/championship running (ideally officially, not improvised by dedicated players) where the top two teams fight in a close match with two very different team setups.

I know, we'll never have this, because this is PGI. But I can dream. Really, I can.


You'll never have this period. Not without entirely scraping the lore and TT stats and re-writing the whole thing from scratch on a scale that makes sense.

#548 Dracol

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Posted 09 February 2014 - 07:58 AM

View PostBartholomew bartholomew, on 09 February 2014 - 06:43 AM, said:

Almost all highlanders have all their weapons on the right side, and run XL's. Shoot up the shoulder and if they don't pop they are neutered. That is why I never got them. And have never really seen them as a threat.

But nerfherding rules the roost I guess....

In my experience, Highlander pilots who are proficient with torso twisting to take damage on their non weapon side utilize standard engines.

This smurfy build is from a while ago, but it illustrates the 2xUAC/5 / 2xPPC build seen among jump snipers.
http://mwo.smurfy-ne...39e5442c269fe7f

#549 EvilCow

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Posted 09 February 2014 - 08:16 AM

View PostGeist Null, on 09 February 2014 - 06:00 AM, said:

again? so can I have your stuff this time or will you be back later?


I hope he does return and, BTW, he would deliver his stuff to you in game personally.

#550 Koniving

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Posted 09 February 2014 - 08:23 AM

View PostJohn MatriX82, on 09 February 2014 - 05:46 AM, said:

hahahaha yes nerfhammer!! Again?
  • Seriously, instead of "nerfing" stuff from time to time, why don't you find the roots of what's wrong?!?!?!?
  • like non-sized hardpoints,
  • useless brawling weapons such as SRMs (nerfed by months and months and months),
  • crippled movement archetypes (that made JJ-capable mechs dominant),
  • useless pulse lasers,
  • ghost heat that made using most weapons a pain (and still undocumented anywhere)
  • gauss mechanics,
  • size or scaling/hitbox issues with several chassis, such as Hunchies, Dragons, Awesomes, QuickDraws, Catapults, Trebuchets, Cicadas, most of being too oversized or having desperate need of model rework or true bonuses (extra armor on the hunchaback hunch, shoulder pauldrons made part of the arm hitbox instead of the size torso of the AWS)
But oh, I'm just venting air out of my mouth, I forgot I was talking with you PGI.



Nerf the Highlander, next on the list will be the Victor. Then what? Are you going to nerf the Atlases?!

Go on destroying your own game like you did so far since CB, that's why I've asked a refund and I'm not playing anymore. Pathetic.



View PostMadCat02, on 09 February 2014 - 06:30 AM, said:

6 month later people starting to catch up that jumping snipers are overpowered


Edit: Note any references to "stock" and "max" are referring to armor even if Structure was just referenced.

Armor

What's amusing is that if maximum armor for each mech was per variant and based on stock, jump snipers would actually be dirt easy to kill.

Let's use a Stock variant armor + 100 = variant's new max armor.

Cataphract 3D. Starting armor 352. Current max, 434. New max, 452. But wait.
Cataphract 2X. Starting armor 416. Current max, 434. New max, 516. O_O But ~wait~!
Cataphract 4X. Starting armor 434. Current max, 434. New max, 534.
In terms of armor the 4X just trumped the 3D in the top seat.

(while comparing a 70 ton to a 65 ton isn't fair, compare the CTF 4X to the overpowered Jagers that were never meant to brawl and always known for being paper thin in armor. Jager current max, 422. S, stock 192, new max 292. DD stock 232 new max 332. A, 256 new max 356. This makes the Jager better for ranged combat and combat under cover due to its low armor but high mounted weapons. This also gives the Cataphract 4X a genuine purpose and a real reason to be chosen over a Jager or a 3D.)

The Victors? Typically start in the 336 to 400 range with a current maximum of 494. New maximum armor range is 436 to 500. Awesomes start at the 480 range and reach 494 with 0.06 armor left over (meaning the Awesome 9M can't even equip STOCK ARMOR. IT CANT EQUIP STOCK ARMOR! O_O!). Well damn, let's do the stock + 100 trick. Most Awesomes 580 (versus most armored Victor at new max 500), and the 9M at true stock (496) + 100 for a new max of 596 armor.

So the Awesomes get 580 and the 9M gets 596, but compare to the Stalkers. The most armored stalker is the 5M, equipped with 464 armor current max 526 new max 564. So even though every single mech gets a buff of 100 armor above stock, the Awesomes all get more armor than the most heavily armored (and superior) Stalkers.

But wait, there's more! Them Locusts? 128 armor with current max 138 turns to 228. Jenner D? 128, current max 238 and new max 228. Cicada A, 128, current max 274 and new max 228. What's the difference? Structure doesn't change. Structure of a Locust is 69. Structure of a Jenner D is 119. Structure of a Cicada A is 137. But while Locusts have universal stock armor, Jenners don't. The Jenner F has 224 (new max 334).

Compare to Ravens. Structure for all Ravens is 119. Current max armor on all Ravens is 238. Raven 3-L 161 stock, new max 261. Raven 2X stock 208, new max 308. Raven 4X stock 224 new max 324.

For comparisons: Highlanders and Atlases.

Highlanders range from 554 to 558. Current max is 558. Structure is 279. New maxes 654 to 658. However remember that 90 ton mechs are meant to be 90 tons.
Atlases are universally 608. Structure is 307. Current max is 614. New max is 708. Atlases finally feel like the walking tanks they should.

Hold on a second. What about Quickdraws and Dragons?
Currently 60 ton mechs max at 402. As it so happens, the Dragon 1-C's stock armor is 0.44 tons more than is possible for a 60 ton mech. It'd actually hold 14 points more armor with 0.2 left over. So the Dragon 1-C's true stock is 414 although MWO's 60 ton max is 402. The Quickdraw's armor starts at 256 to 286 depending on the variant. Their structure health universally is 201. The 1-C gets buffed + 100 to true stock (414) to become 514 (more armor than the heaviest armored non-hero Victor by 14 points) with superior speed in exchange for not as much firepower. The quickdraws go from stock + 100 to be (depending on the variant) 356 to 386 but can go faster much easier than the Dragons due to only needing energy and missile weight instead of ballistic weight. Also note that Quickdraws have jumpjets and were supposed to have front and rear firing weapons.

The Shadowhawk obsoleting the Hunchback? Nope. In 2 out of 3 cases of Shadowhawks their armor is inferior; swapped instead for jumpjets and speed. This puts the Kintaro, Griffin, and Wolverine a bit higher on the food chain in terms of armor even if they can't compete in firepower.

And 65 tonners? We covered the Jager getting pulled way out of the brawling league and into its proper lore-role of fire support. But damn that firepower will definitely make up for it! Meanwhile Catapults come in the middle line with about as much armor as many mediums but definitely better firepower and heat management and structure health. How about that Thunderbolt? Well the Thunderbolts are known for having nearly as much armor as assault mechs like the Victor and the Stalker. In fact, the Thunderbolt 9SE can't even equip its stock armor because it's higher than MWO's 65 tonner armor limit. Well it might be hotter than heck, it's reliant on either beam weapons or high weight PPCs or missiles, but it's got enough armor to tank better than a Victor with decent speed for its engines and modest firepower potential. More than makes up for the fact that it's a teenage-mutant-ninja-Awesome.

Autocannons.

But, if you think that's the only solution? Not at all. Let's take a look at how Battletech is supposed to be.
Autocannons range from 30mm to 203mm with 203mm being a single shot AC/20. There is exactly one mech-mounted single shot AC/20 and it's actually a clan UAC/20 mounted on a battlemech (Ebon Jaguar/Cauldron Born) that in lore can't mount two of them because the force would knock it over. It's also in lore the only battlemech to be able to mount such a large cannon as a bonus of its stable, low to the ground very long and very wide design. (This 65 ton mech is as long and with arms is wider than a Stalker with legs thicker than a Quickdraw, but has the height of an MWO Firestarter).

The highest caliber regular AC/20 is 185mm, which fires 4 shots each doing 5 damage in a slow-fire burst and is called the Chemjet Gun; it's actually mounted on a tank. Though versions of it can be fitted on battlemechs. The Atlas carries a 100mm Deathgiver which is clocked in at 15 bullets = 20 damage (1.33) and is fully automatic churning out a shot in MWO's 4 second standard every 0.2667 seconds (something impossible to do so it'd likely get changed). The Hunchback carries a Tomodzuru Autocannon Mount Type 20 which is a 5 shot AC/20 in a slightly faster burst-fire (4 damage per bullet).

For comparison, the Hunchback II-C carries twin UAC/20s which are 6 shots from one of them to get 20 damage and has an "ultra mode" to fire twice as fast to churn out 12 shots for 40 damage. (3 1/3 damage per bullet * 6 becomes 20 damage). These are specifically described to be slow firing fully automatic weapons with two firing speeds.

At the 4 second AC/20 interval, the Hunchback II-C's UAC/20s would fire fire once every 2/3rds of a second and on ultra mode once every 1/3rd of a second, completing 6 and 12 shots in 4 seconds respectively. To compare, the Hunchback's Tomodzuru was a 5 shot burst-fire with a reload time. It still has to churn out 20 damage in 4 seconds. If it were automatic it'd pump out a round every 1.25 seconds. But as a burst fire it needs to pump rounds much faster and have time to reload. So say 0.25 seconds between rounds, 5 rounds, 1.25 seconds total to pump out 5 shots of 4 damage each, leaving 2.75 seconds to reload the next cassette (MWO's word for magazine).

Of the autocannon types, single shot ones are so rare that only a single battlemech's autocannon has ever been described as single shot. Most are overly simplified fully automatic or burst-fire weapons; which was their great advantage over the hand-reloaded single shot Mech Rifles where the highest caliber rifle could only do 9 damage from a rifle that weighed 8 tons and could only fire once in a period of 5 or so seconds and generated a LOT more heat.

Burst types are very common. The Victor, as a matter of fact has a Pontiac 100 which was described as a 100 shot 14 ton low-caliber multi-barreled vulcan machine gun that was hand-reloaded by slapping in 100-shot magazines (which since AC/20s in TT get 5 shots, [that's 6 in MWO]) would have an ammo dispenser sticking out of its right torso that would deliver one of 5 magazines carried in each ton of ammunition into the left hand, then is slapped into right arm (or could be reloaded by the right arm in a slightly awkward sounding manner). On a single trigger pull the entire contents of the magazine is spewed in a "black cloud of death" that shreds through small parts of armor in one second which "feels like an eternity." In MWO standards, that means a reload would take 3 seconds. Each shot doing 0.2 damage, but fired at a rate of a bullet every 0.01 seconds or the more likely scenario of multiple bullets fired simultaneously as the barrels were never described as rotating. So assuming it can fire 20 bullets at once, it'd fire every 0.1 seconds at 20 bullets (*0.2 damage each) 5 spurts of 2 damage in 1 second, (with the first shot being 0 seconds in, then +0.1 from there is actually a 0.9 second long burst with a 3.1 second long reload). ~ Heir to the Dragon

The point is the lack of pinpoint here. Many autocannons are between 2 and 100 shots = rated damage. Some AC/2s fire 10 shots. But really they're supposed to do 2 damage in 10 seconds, just like machine guns but with far more range and considerably fewer uses. (Also note that in the same ton, an MG in TT gets 200 uses while the AC/2 gets 45, so the MG's typical 20mm caliber gets 2,000 bullets (and 100 shots to do 2 damage) to the AC/2's 45 allotments of 10 (450 shots) making that specific AC/2's caliber is obviously close to 80mm which is the AC/2's highest limit).

A 150mm AC/20 called the Crusher Super Heavy Cannon deals 2 damage in 10 shots but despite the girth of the bullet, the shells don't pack as much propellant so as to allow it to fire such large shells very rapidly.

An AC/5 called the General Motors Whirlwind/5 (120mm) splits out (Thunder ridge & Wolves on the border) out 3 shots to deal 5 damage (which is 1 and 1/3rd damage per shot) in a burst fire. Its AC/2 cousin the GM Whirlwind/2 is a 50mm automatic weapon with an unspecified amount of shots dealing its rated damage. (Killing Field) Both are Marauder mounted.

Ultimately, if autocannons were done correctly as multi-shot burst or automatic fire weapons... jump snipers wouldn't be an issue at all aside from their supposed-to-be issues with PPC and Gauss Rifle users. The PPCs would overheat, and the Gauss Rifles are easy to detonate.

Meanwhile, if the thresholds were done right, you'd never see anyone fire more than 2 PPCs at once otherwise they'd shut down. They can churn out maybe 6 PPCs in 10 seconds with enough heatsinks and still be fully functional and quite cold, but 2 PPCs is 66.67% of proper threshold. 2 ER PPCs is 100% of proper threshold. (Meaning Clan ER PPCs of 15 damage each could only be fired one at a time as well). And damage of heatsinks and ammo is supposed to begin at 80% heat. With 30 threshold, it'd be real easy to hit 75% by going at stock speed for a Timber Wolf after firing just one ER PPC. You'd need to slow down to safely sustain fire.

...Wait, all of this ties into balance, reducing alpha strikes into risky emergency use and maneuvers, increasing the need for chain fire, and what's this...making all the mechs last longer while giving role warfare back to the game? And just as a side effect it makes useless mechs viable, nerfs meta mechs, evens out the crap mechs with the meta mechs by having you choose between high firepower with low heat or moderate to crappy firepower with lots of armor or sacrificing one of the prior for good speed or sacrificing both of the prior for great speed. Hmmm!!! Choices and diversity among lots of mechs, too!

Seriously, the game isn't that difficult to balance if some simple thought was put into it. PGI's track record with convoluted and counter intuitive fixes is quite a headache.

Far as John's comment. If variants were given, certain weapon variants could be restricted to certain kinds of mounts. For example the modest caliber Crusher Super Heavy Cannon might be mountable on an Raven 4X. But the biggest Inner Sphere AC/20 for tanks and mechs, the Chemjet Gun, cannot (or it could, but as one book had described for a Jagermech equipping a high caliber AC/20 firing the gun literally tore the actuator, broke the feeding mechanism and made the arm useless and limp. And that wasn't even a 180mm AC/20 like the Hunchback's Tomo-whatever 5 shot AC/20).

The charge time on the Gauss Rifle is actually pretty good, but a longer hold time for the charge would be nice or a shorter charge time.

If the changes above were made, the PPCs could use a non-charge-mechanic firing delay for a particle buildup so that the cannons can "superheat" it and then force it forward. From the outside it'd look like a charge up, but really it'd be pull the trigger and the game does the rest.

Then everything would be kind of in order aside from hit detection. But to be honest while AC/20s have awful hit detection, lower caliber guns b.s. cannons like AC/2s (Vid) and AC/5s and UAC/5s have never had hit registration issues for me before or after HSR. SRMs have bad hit detection because the missiles all fire at once. Why not stream fire them? Never had a hit registration issue with the Trebuchet 7k which can only fire 2 at once per launcher.

Well damn...Look at all that balancing I just did. And all I did was address some root issues and up the stem and down the branches to the leaves, look at this malting thing begin to take life.

Edited by Koniving, 09 February 2014 - 08:42 AM.


#551 Nooee

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Posted 09 February 2014 - 09:27 AM

Go ahead and nerf more stuff for the Highlander, and you will find the Meta shifting to another mech.
Fix the hit registration issues on all mechs, so that lights cannot dominate and you will see more people willing to run a brawler.
Fixing the SRM debacle will greatly increase this chance.

#552 Dracol

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Posted 09 February 2014 - 10:40 AM

View PostKoniving, on 09 February 2014 - 08:23 AM, said:


Armor

[snipped]

Autocannons.
[snipped]

Well, damn son, that's a lot to read.

In regards to Armor: I can not remember any one suggesting setting Max armor values based on chassis, as how you illustrated, the whole time the game has been Open Beta/Live.

With that being said, with all us users not suggesting this, I could see why PGI may not have thought of this already.

With that being said, I think its a brilliant idea. The one consideration is how a user will be able to customize their armor values. Utilizing current armor values and allowing modification to a set limit over that figure would allow players to continue to have customization options. Most will say if you don't take max armor, you're gimping yourself.... but there are still pilots out there that are will to take the risk in order to have more speed or firepower.

Autocannons
As a video game, MWO utilizes up front damage on ballistics as a way to differentiate them from lasers. IMHO this difference is important in order to provide the necessary variety the game relies on.

#553 MavRCK

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Posted 09 February 2014 - 11:18 AM

Such a hard concept.. JJ's are OP because non-JJ mechs are crap.

So instead of buffing mobility, nerf JJ's.

It's like affirmative-action for MWO.

#554 Koniving

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Posted 09 February 2014 - 11:29 AM

View PostDracol, on 09 February 2014 - 10:40 AM, said:

Well, damn son, that's a lot to read.

In regards to Armor: I can not remember any one suggesting setting Max armor values based on chassis, as how you illustrated, the whole time the game has been Open Beta/Live.

With that being said, with all us users not suggesting this, I could see why PGI may not have thought of this already.

With that being said, I think its a brilliant idea. The one consideration is how a user will be able to customize their armor values. Utilizing current armor values and allowing modification to a set limit over that figure would allow players to continue to have customization options. Most will say if you don't take max armor, you're gimping yourself.... but there are still pilots out there that are will to take the risk in order to have more speed or firepower.

Autocannons
As a video game, MWO utilizes up front damage on ballistics as a way to differentiate them from lasers. IMHO this difference is important in order to provide the necessary variety the game relies on.


Thank you. But, in the past lasers have been the upfront damage and autocannons have been the DPS weapons. In these past systems, the thresholds (maximum heat allowed) have been between 30 and 60, where MWO can reach up to just past 90 with inner sphere DHS. That's 9 PPCs fired at the same time without ghost heat or moving just to hit 100% and shutdown. Not that you could carry it and that many heatsinks; but the point is the threshold system rises on this game per heatsink. Never has been an issue before.

The reason I mention that is autocannons (low heat DPS alternatives) were changed to up front, and the high heat weapons turned into damage over time garbage in comparison. Meanwhile the high damage rate of Autocannons has been made exponentially worse by allowing them to still shoot fast while pumping out howitzer artillery rounds as fast as a medium laser.

The up front damage? That's what Gauss Rifles and PPCs do, and both of them are instant damage as well. Missiles, also instant damage but have poor registration. The LB-10x. Instant damage. The only things not instant damage are lasers, MGs, and flamers.

What are the least popular weapons? Well, let's see.. Lasers, MGs, and flamers, which are all clearly outclassed by autocannons.

From source in a 10 second period, flamers, MGs, and AC/2s did the same damage but had different ranges and effects. AC/2s clearly being the long range solution of them. Here, it's 7 damage (flamer), 10 damage (MG), 38 damage (AC/2). Meanwhile AC/20 does 60 (0 seconds, 4 seconds, 8 seconds). Meanwhile, AC/5 does 35 in 10 seconds. AC/10 does 40 in 10 seconds.
A medium laser, even at best focus, 15 damage in 10 seconds.
A large laser, 27 damage.
A PPC, 30 damage.

Noticing something wrong here? Then you can easily combine PPCs and ACs and boom. Can you combine ACs and lasers? Nope, not with how they work.

The game would be better balanced, the mechs would live longer, and even the dakka-dakka-crazed lunatics would love it.
This video, though old and slightly inaccurate on the Chemjet Gun as well as the name of the UAC/20, has a fine example of what it'd be like and comparisons to the AC/20 we have now. Funny enough, this would still be overpowered but a lot less bad as what we have now. Tacking in recoil to resist would really make a difference.


In the mean time, lasers, gauss rifles, etc. also had variants. Some lasers such as the Rassal Blue Beam are medium lasers that aren't even green. It's a blue-ish teal charge-beam weapon that provides a near instant hit. Of the 44 standard non-clan medium laser variants, there are beam over time weapons like MWO's lasers, instant-beam in the style of the Halo game's Sparton Laser (balanced with a charge up concept; simplified by a push click), and constant-beam until it overheats or you stop (like the classic Star Trek phaser in Kirk's days). A bit of something for everyone.

There's even LRM and SRM variants.

It needs only to take a little effort to add 'flare' after balancing. And honestly the autocannons are too similar yet superior to the franchise's premiere up-front damage weapons; rendering them largely inferior as a result. My personal opinion is that someone at PGI saw World of Tanks, said "We can make Battletech just like that," and looked at how TT is simplified so as to not take variants into account and said "Look at this. AC/20. One use, 20 damage. I shot once and did 20 damage." And thought it was law.

#555 Jonathan Paine

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Posted 09 February 2014 - 11:47 AM

I want Koniving's weapon balancing suggestions up on a test server! Great stuff! I'm also a fan of the armor suggestions, but would prefer a max percentage increase (and maybe decrease!) over offering a locust the same increase as an Atlas.

#556 Victor Morson

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Posted 09 February 2014 - 12:08 PM

BTW Koniving I'm not sure if I'm 100% on everything you wrote, but making armor based on the stock variant armor (like engines are) would have been a huge positive, I agree. It'd definitely help 'mechs like the Hunchback and Awesome without question for the reasons you stated, as they'd be some of the most heavily armored 'mechs in their class.

View PostDV McKenna, on 09 February 2014 - 03:04 AM, said:


Personally speaking i agree and disagree with this one post of yours.
Jump Jets are part of the problem, but so is terrain navigation as you point out, the change they made to that was and still is horrendous and needs some serious work.
Jump Jets need to have more forward momentum rather than the small amount they have now.

But you can trace the change in balance right the way back to SRM's, once broken and left unfixed brawling was left inferior.
Fix SRM's increase the agility of mediums across the board so that fast paced agile mediums become a natural gap closer into Jump Sniper lines.


SRMs and busted Pulse Lasers are a huge part of it, yeah; I'd say that's 1/3 of the problem next to the inability to mount a decent number of Large Lasers (2 is a joke) as another 1/3, with a bunch of the other brought up smaller issues making up the rest.

View PostDracol, on 09 February 2014 - 07:58 AM, said:

In my experience, Highlander pilots who are proficient with torso twisting to take damage on their non weapon side utilize standard engines.

This smurfy build is from a while ago, but it illustrates the 2xUAC/5 / 2xPPC build seen among jump snipers.
http://mwo.smurfy-ne...39e5442c269fe7f


Pretty much the go-to weapons config for Highlanders, for sure.

Edited by Victor Morson, 09 February 2014 - 12:10 PM.


#557 Dracol

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Posted 09 February 2014 - 12:10 PM

View PostJonathan Paine, on 09 February 2014 - 11:47 AM, said:

I want Koniving's weapon balancing suggestions up on a test server! Great stuff! I'm also a fan of the armor suggestions, but would prefer a max percentage increase (and maybe decrease!) over offering a locust the same increase as an Atlas.

I would be of the opinion it needs to be a set amount in order to keep lights mechs within usable range.
but either way, I believe it would work out.

#558 Koniving

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Posted 09 February 2014 - 12:17 PM

View PostJonathan Paine, on 09 February 2014 - 11:47 AM, said:

I want Koniving's weapon balancing suggestions up on a test server! Great stuff! I'm also a fan of the armor suggestions, but would prefer a max percentage increase (and maybe decrease!) over offering a locust the same increase as an Atlas.


The trouble with that is this.
+ 100 random mechs.
Locust, 128. 228.
Jenner D 128, 228.
Jenner F 234, 334.
Hunchback 320, 420.
Thunderbolt 9SE (422 + 10 for stock armor as it cannot equip its stock) = 532.
Stalker (typical variant) 432, 532.
Atlas 608. 708.

Same mechs + 50%.
Locust, 128. 192.
Jenner D 128, 192.
Jenner F 234, 351.
Hunchback 320, 480.
Thunderbolt 9SE (422 + 10 for stock armor as it cannot equip its stock) = 648.
Stalker (typical variant) 432, 648.
Atlas 608. 912.

Locust became worthless.
Jenner D isn't worth bothering with.
3-L became worthless.
Raven 4X and Jenner F is now competing with half of the 55 ton battlemechs on superior terms.
Stalkers and Thunderbolts became Gods.
Atlas is invincible.

100% of competitive players play only the Atlas. All other mechs become extinct. Then there's 100 ton mechs with more armor stock than the Atlas. When they come into play, well the Atlas becomes extinct.

Percentages are what killed the game to begin with. Tinkering with numbers also causes a lot of problems such as lost mech identity. Solid, even, arbitrary values preserve both the game and the mech's identity.

An even upgrade all across the board is basically "stock, but better!" Without any mech getting hurt from the way it was originally intended to be. Engine ratings aren't up + a percentage, just a solid number of engines which only got tweaked due to the armor imbalance of all mechs having identical armor.

Edited by Koniving, 09 February 2014 - 12:23 PM.


#559 Victor Morson

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Posted 09 February 2014 - 12:24 PM

I, personally, would be OK with the Atlas being top dog of the assault damage soak again. Absolutely. The Atlas shouldn't be a tier 2 'mech.

I'm also OK with a few variants getting hurt, since the overall chassis are still strong.

Edited by Victor Morson, 09 February 2014 - 12:25 PM.


#560 Bront

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Posted 09 February 2014 - 12:30 PM

View PostLaughingCow, on 05 February 2014 - 06:21 PM, said:

1. Restore a resemblance of natural law and have heavier mechs suffer *more* falling damage for a given height than lighter mechs.

I think the problem is that falling damage scales with the hight of the mech rather than the weight, where taller mechs take less falling damage.





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